Edit_UV is used to modify(transform) a UV set, you need to input UVs to it
first.
for instance:
vector_state (set to intersection point) -> edit__UV -> texture coordinate
input on procedural texture
this would give a spatial projection in world space, which you can transform
with the edit_UV node.
it's pretty much the same transform you find in the texture nodes, uncheck
the 3 checks that are on by default - as they will clip the UVs to the 0 to
1 range, resulting in repeating boxes.
used like this, geometry will "swim through" the texture, as opposed to
having the texture move with the geometry.
This is good for landscapes and many materials.
On a liquid it might not work very well though. A texture kept static in
space and over time, with the liquid moving through it will most likely look
wrong, but if you change it over time it could work.
-----Original Message-----
From: Grahame Fuller
Sent: Thursday, April 24, 2014 4:52 PM
To: [email protected]
Subject: RE: Procedural textures?
There's no need to use the Edit UV shader. When you apply a spatial
projection, you get a texture support object parented under the liquid. You
can just select and transform the texture support like any other. If the
projection has been frozen, you can still use the sliders on the texture
projection definition to scale, rotate, and translate.
gray
From: [email protected]
[mailto:[email protected]] On Behalf Of Szabolcs
Matefy
Sent: Thursday, April 24, 2014 7:41 AM
To: [email protected]
Subject: Procedural textures?
Hey folks
I have an pointcached liquid. I'd like to apply a procedural texture on it
(without) and I'd like to also transform this texture. I was considering the
Edit UV node in the render tree, but I couldn't really figure out how it
works. Anybody could help?
Cheers
Szabolcs
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